Traps/DP - need build advice.
In Traps all the powers are good except time bomb. People usually pickup everything but time bomb.
With Traps you can become positional defense cap. So you will find much more use out of Trip mine. Much more then you did with Device since now you will be able to place it down at will.
As I say in many Trap threads. Traps is Traps is Traps, meaning a Traps build is pretty much the same across the ATs that can use it. So if you do a search in this forum or Corruptors you should find Defense cap Traps builds. IF you don't I can surely tell you do a search for my name in those 2 forums and you will find me posting Defense Cap builds. Then just tweak it as you seem fit to make it your own.
Nutshell with Traps its more of a melee based set, so your up there with the tanks, brutes and scrappers. Which I guess works out for you being your friend has a scrapper.
The downfall of the Traps is FFG is slow to move with you so you need to somewhat slowly move into the fight to keep FFG with you or setup and pull the mobs to you. Another Trick that I do is I have Stealth IO slotted in super speed and I zip into the mobs drop a poison trap followed by FFG and then Open up with HOB followed by a Trip mine.
Overall you can't go wrong with Traps. It's a solid set. It will allow you to farm any mission anyone else is farming just at a slower pace.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
My Traps/Dual Pistols defender is one of my favorite characters. He's useful on a team and even better, he can actually solo well too.
I have and use all of the traps powers other than time bomb. Web grenade is nice for keeping the big target from running away from all the debuffs that are flying around. I sometimes use triage beacon solo when facing a longer battle.
Seeker drones and poison trap are both great ways to start a fight safely. And I love having the chance to hold in poison trap and acid mortar.
For my build, I mostly went for defense and recharge. Here's what I'm running. Maybe it'll give you some ideas:
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I think this is my current build.
If you went rogue and picked up MU Mastery you can get Power Sink and Charged Armor and then just pick up combat jump and slot that with another LOTG +Recharge. Then if you really where nuts you could reslot Full Auto and Slug in purple sets and kick down the recharge of Full auto several seconds and still be above the positional defense cap. Between the Incarnate recharge power ( forget the name and too lazy to look to appear smart ) and Power Sink you should really never need blue inspirations. Though without a doubt Thunder strike does come in handy to get mobs around me away from me when its just too many.
Between the Incarnate powers and such It ends up being very easy to solo anything. Just swap out AR for DP and fix what is needed.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Web Grenade
- (A) Enfeebled Operation - Accuracy/Recharge
- (5) Enfeebled Operation - Endurance/Immobilize
- (5) Enfeebled Operation - Accuracy/Endurance
- (7) Enfeebled Operation - Immobilize/Range
- (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (9) Enfeebled Operation - Accuracy/Immobilize
- (A) Thunderstrike - Accuracy/Damage
- (9) Thunderstrike - Damage/Endurance
- (11) Thunderstrike - Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (13) Thunderstrike - Damage/Endurance/Recharge
- (A) Ragnarok - Chance for Knockdown
- (A) Numina's Convalescence - Heal/Recharge
- (15) Numina's Convalescence - Heal/Endurance/Recharge
- (19) Numina's Convalescence - Heal
- (21) Doctored Wounds - Heal/Recharge
- (A) Achilles' Heel - Chance for Res Debuff
- (15) Shield Breaker - Defense Debuff
- (17) Shield Breaker - Accuracy/Defense Debuff
- (17) Shield Breaker - Accuracy/Recharge
- (19) Shield Breaker - Defense Debuff/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (29) Thunderstrike - Damage/Recharge
- (29) Thunderstrike - Damage/Endurance
- (31) Thunderstrike - Accuracy/Damage/Recharge
- (31) Thunderstrike - Accuracy/Damage/Endurance
- (31) Thunderstrike - Damage/Endurance/Recharge
- (A) Lockdown - Accuracy/Hold
- (33) Lockdown - Accuracy/Recharge
- (34) Lockdown - Recharge/Hold
- (34) Lockdown - Endurance/Recharge/Hold
- (34) Lockdown - Accuracy/Endurance/Recharge/Hold
- (36) Lockdown - Chance for +2 Mag Hold
- (A) Force Feedback - Chance for +Recharge
- (36) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Damage/Recharge
- (A) Accuracy IO
- (A) Siphon Insight - ToHit Debuff
- (37) Siphon Insight - Accuracy/ToHit Debuff
- (37) Siphon Insight - Accuracy/Recharge
- (37) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (39) Siphon Insight - Accuracy/Endurance/Recharge
- (39) Siphon Insight - Chance for +ToHit
- (A) Steadfast Protection - Resistance/+Def 3%
- (21) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Recharge
- (23) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (40) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (42) Obliteration - Chance for Smashing Damage
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Damage/Range
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (50) Detonation - Damage/Recharge
- (A) Accuracy IO
- (A) Aegis - Psionic/Status Resistance
- (45) Aegis - Resistance
- (45) Aegis - Resistance/Endurance
- (A) Energy Manipulator - EndMod
- (48) Energy Manipulator - EndMod/Recharge
- (48) Energy Manipulator - Chance to Stun
- (A) Celerity - +Stealth
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Numina's Convalescence - Heal
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod
- (33) Performance Shifter - EndMod/Recharge
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 12.7% Defense(Smashing)
- 12.7% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 12.4% Defense(Energy)
- 12.4% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 14.3% Defense(Ranged)
- 13.3% Defense(AoE)
- 2.5% Enhancement(Held)
- 59% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 50% Enhancement(RechargeTime)
- 17% FlySpeed
- 72.5 HP (7.13%) HitPoints
- 17% JumpHeight
- 17% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 4.7%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 19.5% (0.33 End/sec) Recovery
- 60% (2.54 HP/sec) Regeneration
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 1.88% Resistance(Negative)
- 3% Resistance(Psionic)
- 22% RunSpeed
- 2% XPDebtProtection
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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
As far as guides go, check the sticky in the corruptor forum because there should be some guides there that you can adapt.
Must have powers are, in my opinion:
FFG
Acid Mortar
Trip Mines
Poison Trap
Nice to have powers are:
Seeker Drones
Caltrops
Occasionally useful powers are:
Web grenade
Triage beacon
Only take if you have slots to burn:
Timb bomb
Stealth is tremendously useful to a trapster.
Best of luck! High defense is a must. You should have probably scorp shield and aim for soft capped smashing/lethal as well as any other defense you can conveniently soft cap.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I've got a Traps/DP Defender planned, got a pretty good concept for it, and am looking forward to it - my main is a DP/Dev Blaster so I know what I'm doing with DP and a few powers in Traps, but.. well, I have no idea about any of the others. I can't seem to find a good Traps guide anywhere, I've been looking for about an hour or two. I wouldn't know how to pick from it as a Primary, how to slot or what, it just escapes me entirely.
I intend to play either solo or with a friend, who's going to be playing a Scrapper. I've never played a Defender before but I've got a good idea of how it plays.. I'm a debuffer support, not a damage dealer.
I'm very aware that if I play it wrong, I could become a gimped Blaster and well, I have a Blaster, why would I want a character who is essentially.. just a less-powered version of my Blaster?
Basically I need help - I don't know what powers are good, what aren't - like Web Grenade, do I take this or skip it? It's an Immob and whilst it can come in useful -occassionally- for my Blaster, it's rare, and in those cases - usually Hover works better anyway. Caltrops, I know, godsend, that'll be my Level 1 power no matter what.
But powers like Triage Beacon, will I get much use out of that solo? Or with my friend? He's a Scrapper so he's defenses aren't going to be -to bad-. And Time Bomb! I've heard people on the Help channels mention that Time Bomb is a terrible power, and ugh, I'm lost - but I know I want to play this powerset, the "idea" of traps appeals to me and the character background I've got for it is solid (which is important for me)..
So, any advice?